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Fix swept box ray tracing with OBBs
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2 changed files with 10 additions and 10 deletions
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@ -1475,12 +1475,12 @@ bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
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Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
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Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
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// Compute a bounding sphere around the bloated OBB
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// Compute a bounding sphere around the bloated OBB
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Vector vecOBBExtents;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBExtents );
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vecOBBExtents *= 0.5f;
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Vector vecOBBCenter;
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Vector vecOBBCenter;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBCenter );
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VectorTransform( vecOBBExtents, matOBBToWorld, vecOBBCenter );
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vecOBBCenter *= 0.5f;
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vecOBBCenter.x += matOBBToWorld[0][3];
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vecOBBCenter.y += matOBBToWorld[1][3];
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vecOBBCenter.z += matOBBToWorld[2][3];
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Vector vecOBBHalfDiagonal;
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Vector vecOBBHalfDiagonal;
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VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
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VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
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@ -1475,12 +1475,12 @@ bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
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Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
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Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
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// Compute a bounding sphere around the bloated OBB
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// Compute a bounding sphere around the bloated OBB
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Vector vecOBBExtents;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBExtents );
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vecOBBExtents *= 0.5f;
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Vector vecOBBCenter;
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Vector vecOBBCenter;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBCenter );
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VectorTransform( vecOBBExtents, matOBBToWorld, vecOBBCenter );
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vecOBBCenter *= 0.5f;
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vecOBBCenter.x += matOBBToWorld[0][3];
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vecOBBCenter.y += matOBBToWorld[1][3];
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vecOBBCenter.z += matOBBToWorld[2][3];
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Vector vecOBBHalfDiagonal;
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Vector vecOBBHalfDiagonal;
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VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
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VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
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